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GNU GENERAL PUBLIC LICENSE
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Version 3, 29 June 2007
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Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
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Everyone is permitted to copy and distribute verbatim copies
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|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
<program> Copyright (C) <year> <name of author>
|
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, your program's commands
|
||||
might be different; for a GUI interface, you would use an "about box".
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU GPL, see
|
||||
<https://www.gnu.org/licenses/>.
|
||||
|
||||
The GNU General Public License does not permit incorporating your program
|
||||
into proprietary programs. If your program is a subroutine library, you
|
||||
may consider it more useful to permit linking proprietary applications with
|
||||
the library. If this is what you want to do, use the GNU Lesser General
|
||||
Public License instead of this License. But first, please read
|
||||
<https://www.gnu.org/licenses/why-not-lgpl.html>.
|
BIN
asset/blender/boto.blend
Normal file
BIN
asset/blender/boto.blend
Normal file
Binary file not shown.
BIN
asset/freecad/sol-v1.FCStd
Normal file
BIN
asset/freecad/sol-v1.FCStd
Normal file
Binary file not shown.
BIN
asset/freecad/sol-v2.FCStd
Normal file
BIN
asset/freecad/sol-v2.FCStd
Normal file
Binary file not shown.
2658
asset/freecad/sol-v2.obj
Normal file
2658
asset/freecad/sol-v2.obj
Normal file
File diff suppressed because it is too large
Load Diff
32058
asset/freecad/sol-v2.step
Normal file
32058
asset/freecad/sol-v2.step
Normal file
File diff suppressed because it is too large
Load Diff
BIN
asset/freecad/sol.FCStd
Normal file
BIN
asset/freecad/sol.FCStd
Normal file
Binary file not shown.
BIN
ropy-01.blend
Normal file
BIN
ropy-01.blend
Normal file
Binary file not shown.
42
ropy_cmd.py
Normal file
42
ropy_cmd.py
Normal file
@ -0,0 +1,42 @@
|
||||
import bge # Bibliothèque Blender Game Engine (BGE)
|
||||
import math # Bibliothèque Math
|
||||
from ropy_lib import * # Bibliothèque Ropy
|
||||
import ropy_init # Initialisation du robot Ropy
|
||||
|
||||
###############################################################################
|
||||
# ropy_cmd.py
|
||||
# @title: Commandes du Robot Ropy
|
||||
# @project: Blender-EduTech
|
||||
###############################################################################
|
||||
|
||||
def main():
|
||||
|
||||
###############################################################################
|
||||
# Récupérer les objets du moteur 3D (BGE) << NE PAS MODIFIER CETTE SECTION >>
|
||||
###############################################################################
|
||||
|
||||
scene = bge.logic.getCurrentScene() # Récupérer la scène 3D
|
||||
cont = bge.logic.getCurrentController() # Récupérer le contrôleur BGE
|
||||
obj = cont.owner # Récupérer le robot de la scène 3D
|
||||
obj.visible=False
|
||||
|
||||
###############################################################################
|
||||
# Initialisation du niveau :
|
||||
# Niveau 0 : Vide
|
||||
# Niveau 1 : Les premiers pas de Ropy
|
||||
# Niveau 2 : Sécuriser Ropy
|
||||
# Niveau 3 : Partir au bout du monde
|
||||
# Niveau 4 : Faire face à l'inconnu
|
||||
# Niveau 5 : Se rendre utile
|
||||
###############################################################################
|
||||
|
||||
rp_niveau (1) # Saisir le niveau (de 0 à 5)
|
||||
ropy_init.main() # Initialisation de la scène 3D
|
||||
|
||||
###############################################################################
|
||||
# Fonctions
|
||||
###############################################################################
|
||||
|
||||
###############################################################################
|
||||
# Commandes
|
||||
###############################################################################
|
161
ropy_init.py
Normal file
161
ropy_init.py
Normal file
@ -0,0 +1,161 @@
|
||||
import bge # Bibliothèque Blender Game Engine (BGE)
|
||||
import random
|
||||
from ropy_lib import *
|
||||
|
||||
###############################################################################
|
||||
# ropy_init.py
|
||||
# @title: Initialisation du Robot Ropy
|
||||
# @project: Blender-EduTech
|
||||
# @lang: fr
|
||||
# @authors: Philippe Roy <philippe.roy@ac-grenoble.fr>
|
||||
# @copyright: Copyright (C) 2020-2021 Philippe Roy
|
||||
# @license: GNU GPL
|
||||
#
|
||||
# Initialisation du Robot
|
||||
#
|
||||
# Ropy est destiné à la découverte de la programmation procédurale et du language Python.
|
||||
# A travers plusieurs challenges, donc de manière graduée, les élèves vont apprendre à manipuler les structures algoritmiques de base et à les coder en Python.
|
||||
#
|
||||
###############################################################################
|
||||
|
||||
def main():
|
||||
|
||||
###############################################################################
|
||||
# Récupérer les objets du moteur 3D (BGE)
|
||||
###############################################################################
|
||||
|
||||
scene = bge.logic.getCurrentScene() # Récupérer la scène 3D
|
||||
cont = bge.logic.getCurrentController() # Récupérer le contrô´leur BGE
|
||||
obj = cont.owner # Récupérer le robot de la scène 3D
|
||||
|
||||
###############################################################################
|
||||
# Initialisation
|
||||
###############################################################################
|
||||
|
||||
# niveau = obj['level']
|
||||
|
||||
# print ("")
|
||||
# print ("Construction du niveau ...")
|
||||
|
||||
# # Position initiale du robot
|
||||
# rp_init_position() # zone de 10x10 -> par défaut, au centre case (X,Y) : 5,5
|
||||
# rp_orientation("est") # il y a nord, sud, est, ouest
|
||||
# obj['mvts'] = "" # Liste des mouvements
|
||||
# obj['mvt_i'] = 0 # Liste des mouvements
|
||||
# # obj.visible=False
|
||||
|
||||
# # Enlever les murs et les marques
|
||||
# def_murs=[]
|
||||
# rp_enlever_marques()
|
||||
|
||||
###############################################################################
|
||||
# Construction du niveau
|
||||
# Zone de 10x10
|
||||
#
|
||||
# Murs :
|
||||
# Longueur des murs : fixe d' une case
|
||||
# Position des murs : liste imbriquée : [[mur1_x1,mur1_y1,mur1_x2,mur1_y2],[mur2_x1,mur2_y1,mur2_x2,mur2_y2], ...]
|
||||
###############################################################################
|
||||
|
||||
niveau = obj['level']
|
||||
|
||||
print ("")
|
||||
print ("Construction du niveau ...")
|
||||
|
||||
# Enlever les murs et les marques
|
||||
def_murs=[]
|
||||
rp_enlever_marques()
|
||||
rp_orientation("est") # il y a nord, sud, est, ouest
|
||||
|
||||
# niveau 0 : Vide (bac à sable élève)
|
||||
if niveau==0:
|
||||
def_murs=[]
|
||||
obj['x_init'] = 5
|
||||
obj['y_init'] = 5
|
||||
|
||||
# niveau 10 : Bac à sable enseignant
|
||||
if niveau==10:
|
||||
|
||||
# Murs de test
|
||||
def_murs=[[4,3, 5,3],[4,3, 4,4]]
|
||||
# def_murs=[[4,3, 4,4]]
|
||||
# def_murs=[[4,3, 5,3]]
|
||||
rp_construire_murs(def_murs)
|
||||
obj['x_init'] = 5
|
||||
obj['y_init'] = 5
|
||||
|
||||
###############################################################################
|
||||
# niveau 1 : Mission 1 : Les premiers pas de Ropy
|
||||
###############################################################################
|
||||
|
||||
if niveau==1:
|
||||
|
||||
# Petite maison
|
||||
def_murs=[
|
||||
[4,3, 4,4],[4,4, 4,5],[4,5, 4,6],
|
||||
[4,6, 5,6],[5,6, 6,6],[6,6, 7,6],
|
||||
[7,5, 7,6],[7,4, 7,5],[7,3, 7,4],
|
||||
[4,3, 5,3], [6,3, 7,3]]
|
||||
rp_construire_murs(def_murs)
|
||||
rp_marquer_objectif (7,2)
|
||||
obj['x_init'] = 5
|
||||
obj['y_init'] = 5
|
||||
|
||||
###############################################################################
|
||||
# Mission 2 : Sécuriser Ropy
|
||||
###############################################################################
|
||||
|
||||
if niveau==2:
|
||||
|
||||
# Petite maison
|
||||
def_murs=[
|
||||
[4,3, 4,4],[4,4, 4,5],[4,5, 4,6],
|
||||
[4,6, 5,6],[5,6, 6,6],[6,6, 7,6],
|
||||
[7,5, 7,6],[7,4, 7,5],[7,3, 7,4],
|
||||
[4,3, 5,3], [6,3, 7,3]]
|
||||
rp_construire_murs(def_murs)
|
||||
rp_marquer_objectif (7,2)
|
||||
obj['x_init'] = 5
|
||||
obj['y_init'] = 5
|
||||
|
||||
###############################################################################
|
||||
# Mission 3 : Partir au bout du monde
|
||||
###############################################################################
|
||||
|
||||
if niveau==3:
|
||||
def_murs=[]
|
||||
rp_marquer_objectif (10,10)
|
||||
obj['x_init'] = 5
|
||||
obj['y_init'] = 4
|
||||
|
||||
###############################################################################
|
||||
# Mission 4 : Faire face à l'inconnu
|
||||
###############################################################################
|
||||
|
||||
if niveau==4:
|
||||
def_murs=[]
|
||||
rp_marquer_objectif (10,10)
|
||||
obj['x_init'] = random.randint(1,10)
|
||||
obj['y_init'] = random.randint(1,10)
|
||||
|
||||
###############################################################################
|
||||
# Mission 5 : Se rendre utile
|
||||
###############################################################################
|
||||
|
||||
if niveau==5:
|
||||
for i in range (10):
|
||||
rp_marquer_objectif (random.randint(1,10),random.randint(1,10)) # Position aléatoire des objectifs
|
||||
def_murs=[]
|
||||
obj['x_init'] = random.randint(1,10)
|
||||
obj['y_init'] = random.randint(1,10)
|
||||
|
||||
###############################################################################
|
||||
# Position initiale du robot
|
||||
###############################################################################
|
||||
|
||||
rp_init_position()
|
||||
# rp_orientation("est") # il y a nord, sud, est, ouest
|
||||
obj['mvts'] = "" # Liste des mouvements
|
||||
obj['mvt_i'] = 0 # Liste des mouvements
|
||||
# obj.visible=False
|
||||
|
317
ropy_lib.py
Normal file
317
ropy_lib.py
Normal file
@ -0,0 +1,317 @@
|
||||
import bge # Bibliothèque Blender Game Engine (BGE)
|
||||
import math
|
||||
import time
|
||||
|
||||
###############################################################################
|
||||
# ropy_lib.py
|
||||
# @title: Bibliothèque du Robot Ropy (rp_*)
|
||||
# @project: Blender-EduTech
|
||||
# @lang: fr
|
||||
# @authors: Philippe Roy <philippe.roy@ac-grenoble.fr>
|
||||
# @copyright: Copyright (C) 2020-2021 Philippe Roy
|
||||
# @license: GNU GPL
|
||||
#
|
||||
# Bibliothèque des actions du robot
|
||||
# Bibliothèque pour la construction des murs
|
||||
#
|
||||
# Ropy est destiné à la découverte de la programmation procédurale et du language Python.
|
||||
# A travers plusieurs challenges, donc de manière graduée, les élèves vont apprendre à manipuler les structures algoritmiques de base et à les coder en Python.
|
||||
#
|
||||
###############################################################################
|
||||
|
||||
# Récupérer l'objet robot
|
||||
|
||||
cont = bge.logic.getCurrentController()
|
||||
obj = cont.owner
|
||||
scene = bge.logic.getCurrentScene()
|
||||
nb_objets_fixes = len(scene.objects)
|
||||
# print ("Nombre d'objets fixes de la scene : ", nb_objets_fixes)
|
||||
print("Objets de la scene : ", scene.objects)
|
||||
|
||||
# Configuration des mouvements
|
||||
|
||||
pas=3 # Pas linéaire
|
||||
pas_rot=math.pi/2 # Pas angulaire
|
||||
|
||||
###############################################################################
|
||||
# Initialisation de la position du robot
|
||||
###############################################################################
|
||||
|
||||
# Position initiale du robot
|
||||
def rp_init_position():
|
||||
x = obj['x_init']
|
||||
y = obj['y_init']
|
||||
obj.worldPosition.x = -((y-4.5)*3)+3
|
||||
obj.worldPosition.y = (x-5.5)*3
|
||||
obj.worldPosition.z = 1.25
|
||||
print('\x1b[6;30;47m', "Placer le robot case (X,Y) :", x, y, '\x1b[0m')
|
||||
|
||||
# Pile des mouvements
|
||||
# obj['mvts'] = ""
|
||||
# obj['mvt_i'] = 0
|
||||
|
||||
# Répérer le robot détruit
|
||||
if obj['detruit']:
|
||||
start = 300
|
||||
end = start+75
|
||||
layer = 0
|
||||
priority = 1
|
||||
blendin = 1.0
|
||||
mode = bge.logic.KX_ACTION_MODE_PLAY
|
||||
layerWeight = 0.0
|
||||
ipoFlags = 0
|
||||
speed = 3
|
||||
scene.objects['Armature'].playAction('ArmatureAction.Saut.001', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
|
||||
# scene.objects['Body'].playAction('BodyAction.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
|
||||
# scene.objects['Eyes_glass'].playAction('Eyes_glassAction.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
|
||||
# scene.objects['Mouth'].playAction('MouthAction.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
|
||||
# scene.objects['Jetpack'].playAction('JetpackAction.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
|
||||
scene.objects['poignee1'].playAction('poignee1Action.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
|
||||
scene.objects['poignee2'].playAction('poignee2Action.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
|
||||
scene.objects['poignee3'].playAction('poignee3Action.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
|
||||
scene.objects['poignee4'].playAction('poignee4Action.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
|
||||
obj['detruit']=False
|
||||
|
||||
###############################################################################
|
||||
# Affichage
|
||||
###############################################################################
|
||||
|
||||
#Afficher position
|
||||
def rp_print_position():
|
||||
print('\x1b[6;30;42m', "Position case (X,Y) : ", round(-obj.worldPosition.x/3+5.5), round(obj.worldPosition.y/3+5.5), '\x1b[0m')
|
||||
|
||||
###############################################################################
|
||||
# Moteur physique
|
||||
# Détection des colisions aves les murs
|
||||
###############################################################################
|
||||
|
||||
# Détection d'une colision
|
||||
# rpcore_ : fonction bas niveau
|
||||
def rpcore_detect_mur(debug_flag=False):
|
||||
|
||||
# Vecteur du mouvement
|
||||
init_x = round(obj.worldPosition.y/3+5.5)
|
||||
init_y = round(-obj.worldPosition.x/3+5.5)
|
||||
obj.applyMovement((0, -pas, 0), True)
|
||||
final_x = round(obj.worldPosition.y/3+5.5)
|
||||
final_y = round(-obj.worldPosition.x/3+5.5)
|
||||
obj.applyMovement((0, pas, 0), True)
|
||||
|
||||
# Calcul du centre du mouvement
|
||||
mov_xc =init_x + (final_x - init_x)/2-0.5
|
||||
mov_yc =init_y + (final_y - init_y)/2-0.5
|
||||
if debug_flag:
|
||||
print('\x1b[6;30;47m', "Mouvement (X_init,Y_init,X_final,Y_final) : ", init_x,init_y, final_x,final_y, '\x1b[0m')
|
||||
print('\x1b[6;30;47m', "Mouvement (xc,yc) : ", mov_xc, mov_yc, '\x1b[0m')
|
||||
|
||||
# Test sur les murs exterieurs (10x10)
|
||||
if ((final_x <1) or (final_y <1) or (final_x >10) or (final_y >10)):
|
||||
if debug_flag:
|
||||
print ("Détection de mur : mur détecté")
|
||||
return True
|
||||
|
||||
# Test sur les murs intéreurs
|
||||
else:
|
||||
i=0
|
||||
for mur in scene.objects:
|
||||
i +=1
|
||||
if mur.name=="Mur":
|
||||
|
||||
# Mur en X : calcul du centre du mur
|
||||
if (round(mur.worldOrientation.to_euler().z,2) == round(math.pi,2)) or (round(mur.worldOrientation.to_euler().z,2) == round(-math.pi,2)):
|
||||
mur_xc =mur['x1']
|
||||
mur_yc =mur['y1']+0.5
|
||||
|
||||
# Mur en Y : calcul du centre du mur
|
||||
elif (round(mur.worldOrientation.to_euler().z,2) == round(math.pi/2,2)) or (round(mur.worldOrientation.to_euler().z,2) == round(-math.pi/2,2)):
|
||||
mur_xc =mur['x1']+0.5
|
||||
mur_yc =mur['y1']
|
||||
|
||||
# Trace de debug
|
||||
if debug_flag:
|
||||
print('\x1b[6;30;47m', "Mur",mur['murId'],"X (x1,y1,x2,y2) : ", mur['x1'], mur['y1'], mur['x2'], mur['y2'], '\x1b[0m')
|
||||
print('\x1b[6;30;47m', "Mur",mur['murId'],"Y (xc,yc) : ", mur_xc, mur_yc, '\x1b[0m')
|
||||
|
||||
# Même centre -> mouvement pas possible
|
||||
if (mov_xc == mur_xc) and(mov_yc == mur_yc):
|
||||
if debug_flag:
|
||||
print ("Détection de mur : mur détecté")
|
||||
return True
|
||||
|
||||
# Mouvement possible
|
||||
if debug_flag:
|
||||
print ("Détection de mur : pas de mur")
|
||||
return False
|
||||
|
||||
|
||||
# Fonction pour l'élève
|
||||
def rp_detect_mur():
|
||||
if rpcore_detect_mur() == True:
|
||||
print('\x1b[6;30;45m', "Détection de mur : mur devant ! : Position case (X,Y): ", round(-obj.worldPosition.x/3+5.5), round(obj.worldPosition.y/3+5.5), '\x1b[0m')
|
||||
return True
|
||||
else:
|
||||
print('\x1b[6;30;45m', "Détection de mur : voie libre : Position case (X,Y):", round(-obj.worldPosition.x/3+5.5), round(obj.worldPosition.y/3+5.5), '\x1b[0m')
|
||||
return False
|
||||
|
||||
###############################################################################
|
||||
# Mouvements
|
||||
###############################################################################
|
||||
|
||||
# Avancer
|
||||
def rp_avancer(debug_flag=False):
|
||||
obj.visible=False
|
||||
if obj['detruit']!=True:
|
||||
|
||||
# Vecteur du mouvement
|
||||
init_x = round(obj.worldPosition.y/3+5.5)
|
||||
init_y = round(-obj.worldPosition.x/3+5.5)
|
||||
obj.applyMovement((0, -pas, 0), True)
|
||||
final_x = round(obj.worldPosition.y/3+5.5)
|
||||
final_y = round(-obj.worldPosition.x/3+5.5)
|
||||
obj.applyMovement((0, pas, 0), True)
|
||||
|
||||
# Test des murs
|
||||
if rpcore_detect_mur(debug_flag) == True:
|
||||
print('\x1b[6;30;41m', "Avancer case (X,Y) -> case (X,Y) :", init_x,",",init_y,"->",final_x,",",final_y, '\x1b[0m')
|
||||
print('\x1b[6;30;41m', "Bling, blang ... L'aventure de Ropy s'arrête donc ici ...", '\x1b[0m')
|
||||
obj['mvts'] = obj['mvts']+"c"
|
||||
obj['detruit']=True
|
||||
else:
|
||||
obj.applyMovement((0, -pas, 0), True)
|
||||
obj['mvts'] = obj['mvts']+"a"
|
||||
print('\x1b[6;30;42m', "Avancer case (X,Y) -> case (X,Y) :", init_x,",",init_y,"->",final_x,",",final_y, '\x1b[0m')
|
||||
|
||||
# Test de l'objectif
|
||||
i=0
|
||||
for objectif in scene.objects:
|
||||
i +=1
|
||||
if objectif.name=="Objectif":
|
||||
if objectif['x'] == final_x and objectif['y'] == final_y:
|
||||
print('\x1b[6;30;42m', "Objectif atteint", '\x1b[0m')
|
||||
obj['mvts'] = obj['mvts']+"o"
|
||||
|
||||
# Tourner à droite
|
||||
def rp_droite():
|
||||
# obj.visible=False
|
||||
if obj['detruit']!=True:
|
||||
# scene.objects['Robot'].applyRotation((0, 0, -pas_rot), True)
|
||||
obj.applyRotation((0, 0, -pas_rot), True)
|
||||
obj['mvts'] = obj['mvts']+"d"
|
||||
print('\x1b[6;30;42m', "Tourner à droite", '\x1b[0m')
|
||||
# print("Orientation : ", obj.worldOrientation.to_euler().z)
|
||||
|
||||
# Tourner à gauche
|
||||
def rp_gauche():
|
||||
# obj.visible=False
|
||||
if obj['detruit']!=True:
|
||||
# scene.objects['Robot'].applyRotation((0, 0, pas_rot), True)
|
||||
obj.applyRotation((0, 0, pas_rot), True)
|
||||
obj['mvts'] = obj['mvts']+"g"
|
||||
print('\x1b[6;30;42m', "Tourner à gauche", '\x1b[0m')
|
||||
# print("Orientation : ", obj.worldOrientation.to_euler().z)
|
||||
|
||||
# Orienter
|
||||
def rp_orientation(orientation):
|
||||
if orientation=="nord":
|
||||
obj.applyRotation((0, 0, -obj.worldOrientation.to_euler().z-math.pi/2), True)
|
||||
if orientation=="sud":
|
||||
obj.applyRotation((0, 0, -obj.worldOrientation.to_euler().z+math.pi/2), True)
|
||||
if orientation=="est":
|
||||
obj.applyRotation((0, 0, -obj.worldOrientation.to_euler().z+math.pi), True)
|
||||
if orientation=="ouest":
|
||||
obj.applyRotation((0, 0, -obj.worldOrientation.to_euler().z), True)
|
||||
# print("Orientation : ", obj.worldOrientation.to_euler().z)
|
||||
|
||||
###############################################################################
|
||||
# Marquage du sol
|
||||
###############################################################################
|
||||
|
||||
# Marquer une case
|
||||
def rp_marquer():
|
||||
if obj['detruit']!=True:
|
||||
obj['mvts'] = obj['mvts']+"m"
|
||||
if obj['mvts_start'] ==False : # à condition d'avoir terminé le mouvement
|
||||
marque1= scene.addObject("Marque", obj)
|
||||
marque1.worldPosition.x = obj.worldPosition.x
|
||||
marque1.worldPosition.y = obj.worldPosition.y
|
||||
marque1.worldPosition.z = 0.2
|
||||
# print('\x1b[6;30;43m', "Marquer case (X,Y) :", round(obj.worldPosition.y/3+5.5),",",round(-obj.worldPosition.x/3+5.5), '\x1b[0m')
|
||||
|
||||
# Enlever l'ensemble des murs et des marques
|
||||
def rp_enlever_marques():
|
||||
print ("")
|
||||
print ("Table rase !")
|
||||
for i in range (nb_objets_fixes, len(scene.objects)):
|
||||
scene.objects[i].endObject()
|
||||
|
||||
###############################################################################
|
||||
# Construction du niveau
|
||||
###############################################################################
|
||||
|
||||
# Définition du niveau
|
||||
def rp_niveau (niveau=0):
|
||||
obj['level'] =niveau
|
||||
|
||||
# Construire les murs
|
||||
# Longueur : fixe d' une case
|
||||
# Position des murs : liste imbriquée : [[mur1_x1,mur1_y1,mur1_x2,mur1_y2],[mur2_x1,mur2_y1,mur2_x2,mur2_y2], ...]
|
||||
# FIXME : verifier si les murs sont dans la zone 10x10
|
||||
# FIXME : intervertir l'ordre des coordonnéees
|
||||
# FIXME : verifier si le mur est d'une case
|
||||
def rp_construire_murs (def_murs):
|
||||
# print("Objets de la scene : ", scene.objects)
|
||||
i=0
|
||||
for def_mur in def_murs:
|
||||
i +=1
|
||||
# print (def_mur)
|
||||
|
||||
# Mur en X
|
||||
if def_mur[0] == def_mur[2]:
|
||||
mur1= scene.addObject("Mur", obj)
|
||||
mur1['murId'] = i
|
||||
mur1['x1'] = def_mur[0]
|
||||
mur1['y1'] = def_mur[1]
|
||||
mur1['x2'] = def_mur[2]
|
||||
mur1['y2'] = def_mur[3]
|
||||
# print ("mur ", 0)
|
||||
# mur1.applyRotation((0, 0, -obj.worldOrientation.to_euler().z), True)
|
||||
# mur1.applyRotation((0, 0, -math.pi/2), True)
|
||||
# mur1.applyRotation((0, 0, -obj.worldOrientation.to_euler().z), True)
|
||||
|
||||
# mur1.worldOrientation.to_euler().z = 0
|
||||
mur1.worldPosition.x = -((def_mur[1]-4.5)*3)
|
||||
mur1.worldPosition.y = ((def_mur[0]-5.5)*3)+1.5
|
||||
mur1.worldPosition.z = 1.5
|
||||
print('\x1b[6;30;47m', "Construire mur X",mur1['murId'],"coordonnées (x1,y1,x2,y2) :", def_mur[0], def_mur[1], def_mur[2], def_mur[3], '\x1b[0m')
|
||||
|
||||
# Mur en Y
|
||||
elif def_mur[1] == def_mur[3]:
|
||||
mur2= scene.addObject("Mur", obj)
|
||||
mur2['murId'] = i
|
||||
mur2['x1'] = def_mur[0]
|
||||
mur2['y1'] = def_mur[1]
|
||||
mur2['x2'] = def_mur[2]
|
||||
mur2['y2'] = def_mur[3]
|
||||
# print ("mur ", -obj.worldOrientation.to_euler().z-math.pi/2)
|
||||
mur2.applyRotation((0, 0, -obj.worldOrientation.to_euler().z-math.pi/2), True)
|
||||
# print ("mur ", math.pi/2)
|
||||
# mur2.applyRotation((0, 0, -math.pi), True)
|
||||
# mur2.worldOrientation.to_euler().z = math.pi/2
|
||||
|
||||
mur2.worldPosition.x = -((def_mur[1]-5.5)*3)-1.5
|
||||
mur2.worldPosition.y = ((def_mur[0]-4.5)*3)
|
||||
mur2.worldPosition.z = 1.5
|
||||
print('\x1b[6;30;47m', "Construire mur Y",mur2['murId'],"coordonnées (x1,y1,x2,y2) :", def_mur[0], def_mur[1], def_mur[2], def_mur[3], '\x1b[0m')
|
||||
else:
|
||||
print ('\x1b[6;30;41m', "Mur ni sur X ni sur Y !", '\x1b[0m')
|
||||
|
||||
# Marquer l'objectif
|
||||
def rp_marquer_objectif (x,y):
|
||||
objectif1= scene.addObject("Objectif", obj)
|
||||
objectif1.worldPosition.x = -((y-4.5)*3)+3
|
||||
objectif1.worldPosition.y = (x-5.5)*3
|
||||
objectif1.worldPosition.z = 0.2
|
||||
objectif1['x'] = x
|
||||
objectif1['y'] = y
|
||||
print('\x1b[6;30;47m', "Marquer l'objectif case (X,Y) :", x,y, '\x1b[0m')
|
||||
|
141
ropy_mod.py
Normal file
141
ropy_mod.py
Normal file
@ -0,0 +1,141 @@
|
||||
import bge # Bibliothèque Blender Game Engine (BGE)
|
||||
import math
|
||||
import time
|
||||
|
||||
from ropy_init import * # Bibliothèque Ropy
|
||||
import ropy_init # Initialisation du robot Ropy
|
||||
import ropy_cmd # Comnandes élèves du robot Ropy
|
||||
|
||||
###############################################################################
|
||||
# ropy_module.py
|
||||
# @title: Module pour UPBGE
|
||||
# @project: Blender-EduTech
|
||||
# @lang: fr
|
||||
# @authors: Philippe Roy <philippe.roy@ac-grenoble.fr>
|
||||
# @copyright: Copyright (C) 2020-2021 Philippe Roy
|
||||
# @license: GNU GPL
|
||||
#
|
||||
# Fonctions autres que ceux de la bibliothèque du Robot Ropy (rp_*)
|
||||
#
|
||||
# Ropy est destiné à la découverte de la programmation procédurale et du language Python.
|
||||
# A travers plusieurs challenges, donc de manière graduée, les élèves vont apprendre à manipuler les structures algoritmiques de base et à les coder en Python.
|
||||
#
|
||||
###############################################################################
|
||||
|
||||
# Récupérer l'objet robot
|
||||
|
||||
cont = bge.logic.getCurrentController()
|
||||
obj = cont.owner
|
||||
scene = bge.logic.getCurrentScene()
|
||||
nb_objets_fixes = len(scene.objects)
|
||||
# print ("Nombre d'objets fixes de la scene : ", nb_objets_fixes)
|
||||
# print("Objets de la scene : ", scene.objects)
|
||||
|
||||
# Configuration des mouvements
|
||||
|
||||
pas=3 # Pas linéaire
|
||||
pas_rot=math.pi/2 # Pas angulaire
|
||||
|
||||
###############################################################################
|
||||
# Rustines pour corriger des bugs de UPBGE EEVEE (version alpha)
|
||||
###############################################################################
|
||||
|
||||
# Mouvement
|
||||
# Problème : Les mouvements du robot ne sont pas vue
|
||||
# Solution : Dépilage de la liste des mouvements du robot
|
||||
def mvt():
|
||||
|
||||
if obj['mvts_start']:
|
||||
# print ("Mouvements : ", obj['mvts'])
|
||||
# print ("Nombre de mouvement : ", len(obj['mvts']))
|
||||
# print ("Nombre actuel : ", obj['mvt_i'])
|
||||
|
||||
# Au debut
|
||||
if obj['mvt_i'] == 0:
|
||||
rp_init_position()
|
||||
rp_orientation("est") # il y a nord, sud, est, ouest
|
||||
obj.visible=True
|
||||
|
||||
# Tous les mouvements sont dépilés
|
||||
if obj['mvt_i'] >= len(obj['mvts']):
|
||||
# print ("Plus de mouvement")
|
||||
obj['mvts_start'] =False
|
||||
|
||||
# Execution des mouvements
|
||||
# a : avancer, d : droite, g : gauche, m : marquer
|
||||
# c : crash, o : objectif atteint
|
||||
|
||||
else:
|
||||
# print ("Mouvement actuel : ", obj['mvt_i'], " ", obj['mvts'][obj['mvt_i']])
|
||||
|
||||
# Avancer
|
||||
if obj['mvts'][obj['mvt_i']]=="a":
|
||||
obj.applyMovement((0, -pas, 0), True)
|
||||
|
||||
# Droite
|
||||
if obj['mvts'][obj['mvt_i']]=="d":
|
||||
# scene.objects['Robot'].applyRotation((0, 0, -pas_rot), True)
|
||||
obj.applyRotation((0, 0, -pas_rot), True)
|
||||
|
||||
# Gauche
|
||||
if obj['mvts'][obj['mvt_i']]=="g":
|
||||
# scene.objects['Robot'].applyRotation((0, 0, pas_rot), True)
|
||||
obj.applyRotation((0, 0, pas_rot), True)
|
||||
|
||||
# Marquer
|
||||
if obj['mvts'][obj['mvt_i']]=="m":
|
||||
marque1= scene.addObject("Marque", obj)
|
||||
marque1.worldPosition.x = obj.worldPosition.x
|
||||
marque1.worldPosition.y = obj.worldPosition.y
|
||||
marque1.worldPosition.z = 0.2
|
||||
|
||||
# Objectif
|
||||
if obj['mvts'][obj['mvt_i']]=="o":
|
||||
if obj['level'] != 5: # Bug sur l'animation -> pas d'animation quand il y a plusieurs objectifs
|
||||
start = 1
|
||||
end = 125
|
||||
layer = 0
|
||||
priority = 1
|
||||
blendin = 1.0
|
||||
mode = bge.logic.KX_ACTION_MODE_PLAY
|
||||
layerWeight = 0.0
|
||||
ipoFlags = 0
|
||||
speed = 3.0
|
||||
scene.objects['Armature'].playAction('ArmatureAction.Saut.001', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
|
||||
scene.objects['Body'].playAction('BodyAction.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
|
||||
scene.objects['Eyes_glass'].playAction('Eyes_glassAction.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
|
||||
scene.objects['Mouth'].playAction('MouthAction.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
|
||||
scene.objects['Jetpack'].playAction('JetpackAction.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
|
||||
scene.objects['poignee1'].playAction('poignee1Action.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
|
||||
scene.objects['poignee2'].playAction('poignee2Action.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
|
||||
scene.objects['poignee3'].playAction('poignee3Action.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
|
||||
scene.objects['poignee4'].playAction('poignee4Action.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
|
||||
|
||||
# Crash
|
||||
if obj['mvts'][obj['mvt_i']]=="c":
|
||||
start = 150
|
||||
end = start+75
|
||||
layer = 0
|
||||
priority = 1
|
||||
blendin = 1.0
|
||||
mode = bge.logic.KX_ACTION_MODE_PLAY
|
||||
layerWeight = 0.0
|
||||
ipoFlags = 0
|
||||
speed = 3
|
||||
scene.objects['Armature'].playAction('ArmatureAction.Saut.001', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
|
||||
# scene.objects['Body'].playAction('BodyAction.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
|
||||
# scene.objects['Eyes_glass'].playAction('Eyes_glassAction.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
|
||||
# scene.objects['Mouth'].playAction('MouthAction.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
|
||||
# scene.objects['Jetpack'].playAction('JetpackAction.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
|
||||
scene.objects['poignee1'].playAction('poignee1Action.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
|
||||
scene.objects['poignee2'].playAction('poignee2Action.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
|
||||
scene.objects['poignee3'].playAction('poignee3Action.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
|
||||
scene.objects['poignee4'].playAction('poignee4Action.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
|
||||
obj['detruit']=True
|
||||
obj['mvt_i'] = len(obj['mvts']) # Annulation des mouvements suivants
|
||||
|
||||
else:
|
||||
# Mouvement suivant
|
||||
if obj['mvts'][obj['mvt_i']]!="c":
|
||||
obj['mvt_i']+=1
|
||||
|
Loading…
Reference in New Issue
Block a user